King_komodo93
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Everything posted by King_komodo93
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Lol love the sarcasm here but yeah if I don't see even a personal update post after the new year I may start getting worried. And you may need to re-route that search party to the pacific since his vacation is in some places there. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Probably won't work unless it's on guard mode, which may work if you make the vehicle itself ID targets with guard mode and act as a moving turret, but other than that I don't know of any way to fix your problem. -
In a way that, upon some reflection, would almost make you think the front wheels brake is on even though it isn't. Also Another one is if you have 1 wheel centered it seems to want to put it off to one side by 4 units Walking down the runway and eventually off it's side before the SPH. and the last one is the wheel angle problem. http://imgur.com/a/kCKuz#0 And sorry about the link but Not sure how to encode it to show the album and tried what was suggested in another post and didn't work so gave up and left it as a link.
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Idea for a somewhat new part. A stream lined nose cone meant to allow for a smother look for those who put 3 fuselage parts side by side and allows you to put 4 engines closer together in tandem with a bi-coupler could also have one (though don't need one) that goes along side the long and short nose cones.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
He is probably still looking for something though he did try simply extending the physics range and that didn't go so well (bugs with rendezvousing vehicles and such). Though I did just think of a possible solution which would be to use the same method DMP uses for the multiplayer time warp problem where they have each vehicle on "rails" until check in perhaps you could do the same with projectiles that are about to go out of physics range though that might create a problem with damage as 1 could possibly have a vehicle totally destroy itself upon loading or take no damage even when using a missile. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
That just might work honestly. Create a couple of "reskinned" (double thick 1x1 white or green or whatever color Baha or whoever makes the mod as I know someone was working on one about 100 pages back or so wants) structural panels in a few different shapes with said slider that goes up insanely high certain parts but mostly stay's around the max of say the Abrams would do. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I honestly think the hardest part of all of that is getting the 2 stages to have different turn radii and I'm also sure that the cluster bomb code can be adjusted to have a higher altitude available. And I kind of feel bad to say this but you would definitely have more luck than me in terms of doing this since I have almost zero experience with game code closest I've come is adjusting resolution of KSP to allow it to work in fullscreen when I first got it still looked at the code and said "I'm not touching anything other than what I was told to get this to how I want." Though it might not be a bad idea to try and do this myself and get into coding/modding. Of course I say that and my first thought after is "good joke". -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Perhaps you could re-purpose the cluster bomb code and make a 2 stage missile. Stage 1 boost stage: missile flys as high as possible with a VERY large turn radius to allow guidance towards the target a little bit. After reaching about 1.5km up (tweakable) or when it runs out of fuel stage 2 kicks in and stage 1 seperates offering full maneuverability to target with about half the power of the first engine. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Just download Infernal Robotics and you can do that without needing to put more of a work load on BahamutoD here. I was able to put a completely rotating bay (entire bay rotated) with IR and Spaceplane Plus before .25 released. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Guard mode switch target type you're gun/laser will now target missiles. Though if you want a little bit of a chance of destroying the thing since that is half the fun, might I suggest giving it a longer time between scans. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Not yet that I know of but your best bet to "fix" this at this point is in the SPH/VAB is by tweaking the drop time 0.8 seems to be the best I've found may have to double check that. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I know there are still some of us wondering if you're going to some old 16-inch battleship guns (specifically me). Though a carrier fighter cockpit wouldn't hurt the big difference being a slightly different IVA with a higher perspective or wider bubble in order to see the ground better. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I know that the most recent B9 thing allowed you to change the type of part you had by switching through a list in the VAB/SPH perhaps you could do the same thing with the ammo boxes? EDIT: Also love the new banner/picture in the OP. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
He doesn't want the bombs to have thrust is the problem there otherwise it's another guided missile. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I've suggested this as a weapon before and he's said it would be extremely hard without adding thrust to the weapons so it probably wouldn't happen. -
So question for you Porkjet are you going to make Mk 3 fuselage parts or simply add more Mk. 2 items and wings? Also what ever the answer could you or anyone else please point me to a mod that does add Mk. 3 space plane parts?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I don't know how well it can be seen here but if you look at the hellfires you can see it best, but I like to put the structural panels on the side of the attachment points to allow for a few more missiles/bombs on fewer attachment points. http://imgur.com/XxEzZtH Also the sub-muntions sound kid of like balloons popping though I kind of like that and honestly it's a smart move to wait for .25 that way you don't need to rush out an update afterwards. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
So quick question about those rails there will we be able to add more than 1 or 2 laterally? Or will I have to continue doing what I have been, which is mounting structural plates to the sides of them, not that I mind it's kind of neat to say it's a "custom" missile pod mount. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
This and the news of the tweakable delay system makes me happy because I was just thinking it would be nice if all of the missiles had it so that they didn't destroy my craft because I wanted to hide them in an internal bay, bombs and the AMRAAM's are nice for this but not as nice a thought to attack ground targets with AA missiles compared to something like the Mavericks. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
I honestly think the hardest part of that type of contract would be amount of room possibly needed for the pre-built crafts he would need. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
King_komodo93 replied to BahamutoD's topic in KSP1 Mod Development
Same here though more specifically with every one of BahamautoD's posts.